The following enables special robustness checks for fast moving objects to determine if they will tunneling and adjusts the physics frame resolution (rate) to a double for that step (possible doing this recursively down to a potentially infinite resolution for a given step, depending on the speed of the objects being tested) Only enable this if you are experiencing tunneling problems and can't afford to increase the standard FrameRate in the settings above.

The following code enables a constant framerate on processing this means if you set the frame rate to (default) 50 The stepsize passed into Step is treated as the elapsed time in seconds received from the virtual clock GetElapsedTicks.

Member Function Documentation

This makes updates happen during the logic phase and invalidates calls to Step() This should be used in conjuction with the FrameRate calls.

virtual void iODEDynamicState::EnableFastObjects

(

bool

enable

)

[pure virtual]

The following enables special robustness checks for fast moving objects to determine if they will tunneling and adjusts the physics frame resolution (rate) to a double for that step (possible doing this recursively down to a potentially infinite resolution for a given step, depending on the speed of the objects being tested) Only enable this if you are experiencing tunneling problems and can't afford to increase the standard FrameRate in the settings above.

virtual void iODEDynamicState::EnableFrameRate

(

bool

enable

)

[pure virtual]

The following code enables a constant framerate on processing this means if you set the frame rate to (default) 50 The stepsize passed into Step is treated as the elapsed time in seconds received from the virtual clock GetElapsedTicks.

The physics will iterate a number of steps at 1/50th of a second until enough time has passed to account for the time Beware the default setting for frame limit is 10, which means if the stepsize passed to Step is longer than 1/10 a second the physics will stop iterating and slow down. Never set this parameter to 0 or else you could incur cycle of death where the number of physics steps increases the amount of elapsed time between frames which increases the number of physics steps toward infinity

virtual void iODEDynamicState::EnableStepFast

(

bool

enable

)

[pure virtual]

Enables the experimental StepFast code in ode.

virtual void iODEDynamicState::SetGlobalCFM

(

float

cfm

)

[pure virtual]

Sets ODE's Constraint Force Mixing (see ode docs for details).

virtual void iODEDynamicState::SetGlobalERP

(

float

erp

)

[pure virtual]

Sets ODE's Error Resolution Parameter (see ode docs for details).

The documentation for this struct was generated from the following file: